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  #76  
Old 10-27-2009, 03:28 PM
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God I hope that was DC 5....
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  #77  
Old 10-27-2009, 03:35 PM
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I'm working on an updated map now (finally got access to some Photoshop! GIMP is nothing compared to CS4)

And the Reflex save fails, I'm afraid. (Come on, you guys just killed an enemy in one round - do you think I'm gonna let you off easy?)
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  #78  
Old 10-27-2009, 03:54 PM
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Hah ok, well hopefully everyone else can deal with him before my init comes up.
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  #79  
Old 10-27-2009, 04:54 PM
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*sigh* Finally! With access to a WACOM tablet and some Photoshop, I've got a combat map that's worth looking at. Here we are.

This was put together as a hodge-podge of quick vectors and junk. I apologize, but I'm sure everyone gets the idea. Some points worth noting:

---Manos refuses to move, staying where the combat is. (Remember this guy is a high-level professional. Even without his hands, he probably has something up his sleeves. )
---Vakk appears to be panicking and has dashed out from between Maik and Sine. He withdrew, so there is no AoO, but he is in full defense mode and backed against the building.

So, without further ado, let's get the second round rolling! (Yes, I know that Vakk's move action doesn't appear to be in the natural time-space continuum. What you're looking at is technically Vakk's second-round Withdraw action, but I put it here because he learned about Meathook's death this round.)
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  #80  
Old 10-27-2009, 05:01 PM
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Very well then, that leaves me with two questions. First of all, since Sine has absolute and unquestioned firstzies in each round, does he get to attack BEFORE Vakk withdraws?

And secondly, I'm still somewhat new. I thought that leaving a threatened square without the aid of any ability almost always caused an AoO. Can you please explain how withdrawing works so that I might one day withdraw with equally as much finesse?
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  #81  
Old 10-27-2009, 05:14 PM
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I think withdraw means you take a full round action to move a certain distance away from enemies and you don't trigger AoO's.
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  #82  
Old 10-27-2009, 05:19 PM
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Another quick question on my end, what sort of scale are we looking at? Is each square 5' or something?
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  #83  
Old 10-27-2009, 05:29 PM
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Going to post this post this even though its way out of initiative order and might have to be changed depending on what other do.

Maik will move to C9 and then he's going to attempt to grapple Vakk.
Melee touch attack:
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
d20+2: (20) + 2 Total = 22

Grapple check
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
d20+6: (13) + 6 Total = 19


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  #84  
Old 10-27-2009, 06:34 PM
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So in that case Sine would still get an attack in before the withdraw takes place since Vakk's round 1 action was to attack sine, correct?
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  #85  
Old 10-27-2009, 06:42 PM
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That's absolutely correct.
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  #86  
Old 10-27-2009, 09:41 PM
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If the square is unoccupied on Ruk's turn, and you allow it, he'll move to B10, dropping his axe en-route.

EDIT:
Also, Sine should get flanking on Vakk in Round 2 since Maik moved to the opposite side of him at the end of round 1.

Finally if I've followed everything correctly so far, we're just waiting on Sine's rolls and Jason to declare his actions and we should be good on round 2.

Last edited by Thadzor; 10-27-2009 at 09:44 PM.
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  #87  
Old 10-27-2009, 10:03 PM
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Well let's see....Jason really is in no condition to fight, but he should stay near the beginning of the front lines. I'll move him over to F14 and just let him sit there. I'll put up my post ASAP (tommorrow at the latest)


Last edited by JKTrickster; 10-27-2009 at 10:25 PM.
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  #88  
Old 10-27-2009, 11:05 PM
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Okay, dealing with everything in order:

@Marasmus: Yes, Sine will get an attack with the sneak/flanking bonus. It was a bad decision for me to show Vakk moving ahead of his turn...
"Withdrawing" essentially means taking extra care to leave the fight without exposing yourself. It makes the square you are standing in (and only that square) no longer apply to AoO's, allowing you to move away at your standard movement speed. (The 'one square' bit is important because Withdraw shouldn't work if one is walking INTO a threatened square!)
@Thadzor: Yes, the squares are 5 feet square. Pretty standard, that way all Medium size creatures are exactly one square.
Moving to B10 is perfectly acceptable (had to count the squares to make sure though ) but be advised that you are without your main weapon! It'll be lying on F16.


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  #89  
Old 10-27-2009, 11:08 PM
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Right, next round will use my move action to pull Ruk's dagger.
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  #90  
Old 10-28-2009, 03:16 PM
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Sine attacks Vakk for nonlethal damage, misses.
Jason doesn't attack and moves to F14
Chet casts a ray of fire at Vakk, misses.
Meathook is dead, he takes no action.
Vakk'aza moves to B9 and takes full defense.
Ruk charges Vakk and drops his axe on the way.
Maik grapples Vakk... and here we get a little more detailed.

Vakk is using full defense - he gets +4 to his AC. This prevents him from making an attack of opportunity against Maik.
Maik's touch attack succeeds, grapple begins.
Vakk's opposed grapple check:
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
d20+3: (13) + 3 Total = 16

If Vakk's check fails, then they are grappling and Maik enters B9 to continue the grapple.
If Vakk's check succeeds, then the grapple fails.
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